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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 313456 times)

Bosa

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3270 on: September 14, 2015, 12:26:31 pm »

@Bosa in my wall of text I explained how to do that but I will TL;DR here (not being patronizing or what not, It was alot of text)

--Remove PERMITTED_PROFESSION:FURNACE_OPERATOR (this is prevent smelting of ores, but can still mine, without smelting, no natural metal bars)

++Create Reaction that has the PRODUCT of the metal you want them to use

[REACTION:MAKE_CUPRIC_IRON]
...
[PRODUCT:100:150:BAR:NONE:INORGANIC:CUPRIC_IRON]

++Add [PERMITTED_REACTION:MAKE_CUPRIC_IRON] (even if they have no access to copper or iron bars, they somehow will always have access to the product from this reaction which means unlimited Cupric Iron bars, so make sure the inorganic has the crafting tags that you want)

?+Optional make other reactions and permit them for the metals they won't be able to smelt but you want them to have still, PRODUCT:100:150:BAR:NONE:INORGANIC:COPPER

It's mainly Entity and Reaction work, with some work for defining any new metal types you want.

Ah, I feel dumb now, makes sense. I forgot about the dwarves steel but no iron quirk, which should have explained it to me already, which apparently went in one eye and out the other when I read your post... sorry about that, it's a bit early and I was rushing to get a post in before work since I know it usually takes a while for an answer. Thanks for the help though!
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qorthos

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3271 on: September 14, 2015, 03:47:14 pm »

Is there a way to conjure/summon/etc magma in the latest version with DFHack?
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Jazzeraint

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3272 on: September 14, 2015, 03:53:42 pm »

Is there a way to conjure/summon/etc magma in the latest version with DFHack?

Should put this in the DF Hack thread: http://www.bay12forums.com/smf/index.php?topic=139553.0

But yes, search for magma on this page: https://github.com/DFHack/dfhack#using-dfhack
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3273 on: September 14, 2015, 03:55:57 pm »

clothing, armor and weapons are not made using reactions

I have been able to create weapons with reactions.
(adventure mode reactions, I missed the post you were replying to, sorry lol)

I mean that they aren't, not that they can't be. In the vanilla sense.

Jazzeraint

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3274 on: September 14, 2015, 10:39:26 pm »

I made a [SMOKED_MEAT] material, added it to the body definitions, and then added a material reaction product to get smoked meat from muscle and organs.

It works fine, but the Dwarves don't want to stockpile it with the food.

I tried adding
Code: [Select]
[STOCKPILE_GLOB_PASTE]
[DO_NOT_CLEAN_GLOB]
to it, but while it shows up in the stockpile settings, the Dwarves won't put it into a Food stockpile.

???
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Bosa

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3275 on: September 14, 2015, 11:26:13 pm »

I've been studying raws more, trying to learn the ins and outs and I'm a bit confused on how this works exactly. Here is the reaction for tanning a hide:

Code: [Select]
[REACTION:TAN_A_HIDE]
[NAME:tan a hide]
[BUILDING:TANNER:CUSTOM_T]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]

[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]

And this is in the skin template:

Code: [Select]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
As far as I can tell, this sets up a reaction that uses an unrotten body component to produce a leather with the name of the creature it came from. What I don't get is how it knows to use skin instead of any other body component. Is there another raw file that fills in this missing information?
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Jazzeraint

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3276 on: September 14, 2015, 11:38:53 pm »

And this is in the skin template:

Code: [Select]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
As far as I can tell, this sets up a reaction that uses an unrotten body component to produce a leather with the name of the creature it came from. What I don't get is how it knows to use skin instead of any other body component. Is there another raw file that fills in this missing information?

That being in the Skin material template entry makes it so that only Skin has the REACTION_PRODUCT of a TAN_MAT. If it was placed under, say, Kidneys, then kidneys could turn into a TAN_MAT.
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qorthos

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3277 on: September 15, 2015, 03:09:36 pm »

I made a [SMOKED_MEAT] material, added it to the body definitions, and then added a material reaction product to get smoked meat from muscle and organs.

It works fine, but the Dwarves don't want to stockpile it with the food.

I tried adding
Code: [Select]
[STOCKPILE_GLOB_PASTE]
[DO_NOT_CLEAN_GLOB]
to it, but while it shows up in the stockpile settings, the Dwarves won't put it into a Food stockpile.

???

Post the whole material?
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Jazzeraint

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3278 on: September 15, 2015, 08:51:19 pm »

Post the whole material?

Spoiler (click to show/hide)

Didn't stockpile with [STOCKPILE_GLOB], or no stockpile tag, either.
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3279 on: September 16, 2015, 02:58:16 pm »

Jazzeraint, how is that material template being used?  Remember that you need to define the material inside the creature before you call it as a reaction product or anything.  (Always have to be on the lookout for the simple errors.)
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Jazzeraint

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3280 on: September 16, 2015, 03:27:24 pm »

Jazzeraint, how is that material template being used?  Remember that you need to define the material inside the creature before you call it as a reaction product or anything.  (Always have to be on the lookout for the simple errors.)

1) I added the material to the material_template_default file
2) I added this to the BODY_DETAIL_PLAN entries in the b_detail_plan_default file
Spoiler (click to show/hide)
3) I added this to the meat material templates in the material_template_default file
Spoiler (click to show/hide)
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3281 on: September 16, 2015, 04:04:41 pm »

That looks right, the next step is to access the reaction product in a reaction.  I'm on a phone right now, so can't check exactly how the syntax works for that.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

qorthos

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3282 on: September 16, 2015, 04:06:50 pm »

I think you might be missing some of the following from the normal meat template:

Code: [Select]
        [MEAT]
[BUTCHER_SPECIAL:MEAT:NONE]
[MEAT_NAME:NONE:meat:meat]

 ???
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Jazzeraint

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3283 on: September 16, 2015, 04:15:28 pm »

That looks right, the next step is to access the reaction product in a reaction.  I'm on a phone right now, so can't check exactly how the syntax works for that.

Right.
Here's what I'm using right now:
Spoiler (click to show/hide)

It creates the product just fine, it just doesn't get stockpiled.

I think you might be missing some of the following from the normal meat template:

Code: [Select]
        [MEAT]
[BUTCHER_SPECIAL:MEAT:NONE]
[MEAT_NAME:NONE:meat:meat]

 ???

I have all [MEAT] products wither into nothing over the course of several days, so no, turning it into a [MEAT] product is the opposite of what I'm trying to accomplish. D:
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3284 on: September 16, 2015, 06:15:14 pm »

How would i make a race of vampiric undead shadow-cultists? I don't want them to be vampires to the game, but i do want them to be considered undead, and to all have fangs, and be generally evil, menacing, et cetera.

Are any of these helpful?
   [EVIL]
   [NOT_LIVING]
   [OPPOSED_TO_LIFE]
   [BLOODSUCKER] (attached to night creatures?)

also... the bite attack...

Code: [Select]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_SUCK_BLOOD:25:50]

and what part of this do i modify to make them all have vampire fangs? EDIT: replaced TEETH body part with GENERIC_TEETH_WITH_FANGS

Code: [Select]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:fangs:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:fangs:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
« Last Edit: September 16, 2015, 06:18:51 pm by CulixCupric »
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